IMPLEMENTASI TEKNIK GAMIFIKASI TERHADAP APLIKASI PEMBELAJARAN BAHASA INGGRIS BERBASIS ANDROID SKRIPSI Diajukan sebagai salah satu syarat untuk memperoleh gelar Sarjana Komputer (S.Kom.) Peter Gautama 00000012848 PROGRAM STUDI INFORMATIKA FAKULTAS TEKNIK DAN INFORMATIKA UNIVERSITAS MULTIMEDIA NUSANTARA TANGERANG 2020
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IMPLEMENTASI TEKNIK GAMIFIKASI TERHADAP APLIKASI ...
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IMPLEMENTASI TEKNIK GAMIFIKASI TERHADAP
APLIKASI PEMBELAJARAN BAHASA INGGRIS
BERBASIS ANDROID
SKRIPSI
Diajukan sebagai salah satu syarat untuk memperoleh gelar
HALAMAN PENGESAHAN ................................................................................. ii HALAMAN PERNYATAAN TIDAK MELAKUKAN PLAGIAT ..................... iii HALAMANPERNYATAAN PERSETUJUAN PUBLIKASI KARYA
ILMIAH UNTUK KEPENTINGAN AKADEMIS ............................................... iv KATA PENGANTAR ............................................................................................ v ABSTRAK ............................................................................................................. vi ABSTRACT .......................................................................................................... vii DAFTAR ISI ........................................................................................................ viii
DAFTAR TABEL ................................................................................................... x DAFTAR GAMBAR ............................................................................................. xi
DAFTAR RUMUS ............................................................................................... xii BAB I PENDAHULUAN ....................................................................................... 1
1.1. Latar Belakang ...................................................................................... 1 1.2. Rumusan Masalah ................................................................................. 3
1.3. Batasan Masalah ................................................................................... 4 1.4. Tujuan Penelitian .................................................................................. 4 1.5. Manfaat Penelitian ................................................................................ 4
1.6. Sistematika Penulisan ........................................................................... 5 BAB II LANDASAN TEORI ................................................................................. 7
3.2.1. Six Steps to Gamification Framework ........................................ 27 3.2.2. Rancangan Elemen Permainan .................................................... 29
3.2.3. Rancangan Mekanis Permainan .................................................. 30 3.2.4. Rancangan Dinamika Permainan ................................................ 31 3.2.5. Model Aplikasi ............................................................................ 32 3.2.6. Penggunaan Aset ......................................................................... 33 3.2.7. Flowchart ..................................................................................... 39
3.2.8. ERD ............................................................................................. 47 3.2.9. Struktur Tabel .............................................................................. 48 3.2.10. Rancangan Antarmuka ............................................................. 52
BAB IV HASIL DAN ANALISIS ........................................................................ 64
ix
4.1. Spesifikasi Perangkat .......................................................................... 64
BAB V SIMPULAN DAN SARAN ..................................................................... 93 5.1. Simpulan ............................................................................................. 93
5.2. Saran ................................................................................................... 94 DAFTAR PUSTAKA ........................................................................................... 95 DAFTAR LAMPIRAN ......................................................................................... 97
x
DAFTAR TABEL
Tabel 3.1. Daftar Aset ........................................................................................... 33
Tabel 3.2. Struktur Tabel Achievement ................................................................ 49
Tabel 3.3. Struktur Tabel Category ....................................................................... 49
Tabel 3.4. Struktur Tabel Level ............................................................................ 49
Tabel 3.5. Struktur Tabel Question ....................................................................... 50
Tabel 3.6. Struktur Tabel Question Progress ........................................................ 50
Tabel 3.7. Struktur Tabel Reading Passage .......................................................... 51
Tabel 3.8. Struktur Tabel Shop ............................................................................. 51
Tabel 3.9. Struktur Tabel Shop Progress .............................................................. 51
Tabel 3.10. Struktur Tabel Users .......................................................................... 52
Tabel 4.1. Daftar Pertanyaan..................................................................................80
Tabel 4.2. Interval Nilai Dan Kategori Jawaban ................................................... 82
Tabel 4.3. Hasil Jawaban Kuesioner ............................................................... ......83
Tabel 4.4. Hasil Presentase Kuesioner .................................................................. 85
Tabel 4.5. Rekapitulasi Hasil Evaluasi Perceived Ease Of Use ............................ 87
Tabel 4.6. Rekapitulasi Hasil Evaluasi Perceived Usefulness .............................. 87
Tabel 4.7. Rekapitulasi Hasil Evaluasi Attitude Toward Using ........................... 88
Tabel 4.8. Rekapitulasi Hasil Evaluasi Behavioral Intention To Use ................... 89
Tabel 4.9. Rekapitulasi Hasil Evaluasi Actual Use............................................... 90
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DAFTAR GAMBAR
Gambar 2.1. Proses Penentuan Tujuan Sistem Gamifikasi ................................... 11
Gambar 2.2. Siklus Aktivitas Pada Engagement Loops ....................................... 14
Gambar 2.3. Struktur Framework 6D ................................................................... 15
Gambar 2.4. Social Engagement Loop ................................................................. 19
Gambar 3.1. Model Aplikasi Pembelajaran Bahasa Inggris ................................. 32
Gambar 3.2. Flowchart Utama .............................................................................. 40
Gambar 3.3. Flowchart Signin And Signup Module............................................. 41
Gambar 3.4. Flowchart Shop Module ................................................................... 42
Gambar 3.5. Flowchart Leaderboard Module ....................................................... 43
Gambar 3.6. Flowchart Profile Module ................................................................ 44
Gambar 3.7. Flowchart Change Avatar Module ................................................... 45
Gambar 3.8. Flowchart Exercise Module ............................................................. 46
Gambar 3.9. Entity Relationship Diagram (ERD) ................................................ 48
Gambar 3.10. Rancangan Antarmuka Splash Screen............................................ 52
Gambar 3.11. Rancangan Antarmuka Sign In ...................................................... 53
Gambar 3.12. Rancangan Antarmuka Sign Up ..................................................... 54
Gambar 3.13. Rancangan Antarmuka Navigation Drawer ................................... 55
Gambar 3.14. Rancangan Antarmuka Home ........................................................ 56
Gambar 3.15. Rancangan Antarmuka Level ......................................................... 57
Gambar 3.16. Rancangan Antarmuka Exercise .................................................... 58
Gambar 3.17. Rancangan Antarmuka Shop .......................................................... 59
Gambar 3.18. Rancangan Antarmuka Leaderboard .............................................. 60
Gambar 3.19. Rancangan Antarmuka Profile ....................................................... 61
Gambar 3.20. Rancangan Antarmuka Change Avatar .......................................... 62
Gambar 3.21. Rancangan Antarmuka About ........................................................ 63
Gambar 4.1. Halaman Splash Screen .................................................................... 65
Gambar 4.2. Halaman Sign In ............................................................................... 66
Gambar 4.3. Halaman Sign Up 1 .......................................................................... 67
Gambar 4.4. Halaman Sign Up 2 .......................................................................... 68
Gambar 4.5. Halaman Sign Up 3 .......................................................................... 69
Gambar 4.6. Halaman Home ................................................................................. 70
Gambar 4.7. Halaman Level ................................................................................. 71
Gambar 4.8. Halaman Exercise 1 .......................................................................... 72
Gambar 4.9. Halaman Exercise 2 .......................................................................... 73
Gambar 4.10. Halaman Shop ................................................................................ 74
Gambar 4.11. Halaman Leaderboard .................................................................... 75
Gambar 4.12. Halaman Profile 1 .......................................................................... 76
Gambar 4.13. Halaman Profile 2 .......................................................................... 76
Gambar 4.14. Halaman Change Avatar ................................................................ 77
Gambar 4.15. Halaman About .............................................................................. 78
Gambar 4.16. Navigation Drawer ......................................................................... 79